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Total Newbie here - Run for your lives!

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  • #16
    I turn mine on and off all the time. Normally I keep it off. But I usually turn it on to make sure my city placement is correct if I'm in a cluttered area.

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    • #17
      Exactly, Dissident. That's why I like the feature to work so I can use it to help me to determine where to plunk down my settlers yet I like the map to look pretty without those lines in between.

      Paddy, oh, I am enjoying the game. I'm reading up on all Civ 3 forums now but I'm sure there will be times where I'll end up asking questions every newbie always do

      Wittlich, I assure you my game is completely legit. I acquired it at Target's and I don't think they sell pirated copies .

      As for the exploring - I can't claim to have used it much, but as far as I'm aware it causes units to seek out undiscovered terrain. If you've discovered it all, I can see why the function may not work anymore.
      MrWhereItsAt, if you're correct, that's kinda of dumb. Land tiles discovered but now surrounded by fog of war of mysterious of whatever ought be covered by this. But, again, when I think about it, once I set three of my units on exploring, they started out clustered near each other and they all were heading toward the same edge in the landmass I was on. Perhaps there was one tile still unexplored and once they got there, the feature got turned off.

      I'm considering doing a reinstallation (clean) but first I want to finish my current game
      Who is Barinthus?

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      • #18
        What version is your C3C? Maybe one of the early versions had a bug in gridding...
        I've allways wanted to play "Russ Meyer's Civilization"

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        • #19
          Originally posted by Tattila the Hun
          What version is your C3C? Maybe one of the early versions had a bug in gridding...
          Nah, he said he had the latest patch . . . 1.22 I believe.

          Here's my 2 1/2 old pennies worth. Try using Conquests without patching. See if you still have the grid problem. I play unpatched SP for now. I never, ever use grids but on the rare occasions when I press the wrong key-combination I have never had a problem turning them off again.
          Diderot was right!
          Our weapons are backed with UNCLEAR WORDS!
          Please don't go, the drones need you.

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          • #20
            I have used the grid in every iteration of CivIII and PTW and C3C, with no problems.

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            • #21
              Same here.
              Don't know about exploring problems. I don't think I've used that button in 3 or 4 years. I find it handier to move them manually.
              "We may be in a hallucination here, but that's no excuse for being delusional!." K.S. Robinson, 'The Years Of Rice And Salt.'

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              • #22
                if you have to, try reinstalling the game. you can save your save games.

                but you may also try starting a new game (in case the old saves are corrupted in some way).

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                • #23
                  re: Ctrl G not working

                  Ctrl G doesn't work if CAPSLOCK is on. Maybe you turned it on to speed up visible AI troop movement and forgot about it?
                  regards,

                  Peter

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                  • #24
                    The grid can be toggled in my game with Caps locked?

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                    • #25
                      Re: re: Ctrl G not working

                      Originally posted by petermarkab
                      Ctrl G doesn't work if CAPSLOCK is on. Maybe you turned it on to speed up visible AI troop movement and forgot about it?
                      Slightly off topic, but I only recently discovered with CAPSLOCK on pressing the Shift key slows movement until it is released.

                      File under: simple things I find out about this game every day.
                      "Guess what? I got a fever! And the only prescription is ... more cow bell!"

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                      • #26
                        IIRC the capslock is not on. Actually if that's the only thing wrong with the game, I can live with grids on. I prefer to have grids on all the time as opposite to having them off all the time - now that'd be a pain.

                        One newbie question: I noticed that to connect a stragetic resource outside of my borders, I only have to build roads up to the resource tile then a colony on the tile (no need to build a road on the tile itself, just colonize it), that'd work. I'm not sure but it seems to me that once my borders expand and covers the tile, the colony disappears but the tile is considered to be roaded? Even although I didn't road it before colonizing it? Is this correct?
                        Who is Barinthus?

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                        • #27
                          Correct. Given how this works, I almost never build colonies. When I do, I try to use a slave on it, not a native worker.

                          -Arrian
                          grog want tank...Grog Want Tank... GROG WANT TANK!

                          The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                          • #28
                            The case for a colony is so rare as to be dismissed. That worker is more valuable in the long run.

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                            • #29
                              Originally posted by vmxa1
                              The case for a colony is so rare as to be dismissed. That worker is more valuable in the long run.
                              There's a few situations, not many in which a colony is called for on standard random generated maps. Not nearly as many as when the AI founds them.

                              I've made my own mod that increases the need for colonies by disallowing cities on serveral terrign types, but so far out of half a dozen times in it, I've only founded a colony in two of the games [one in both cases.]

                              What I normally do with the bought workers is join them to the larger cities in my core area. They greatly increased the number of settlers I was able to build without depopulating my capital in the Shogun conquest.
                              1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                              Templar Science Minister
                              AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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                              • #30
                                Originally posted by vmxa1
                                The case for a colony is so rare as to be dismissed. That worker is more valuable in the long run.
                                As is the unit or two to keep it from getting over run by Barbs.
                                "Guess what? I got a fever! And the only prescription is ... more cow bell!"

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